End Game: Surprise Round:
Braddock listens to the chanting as they walk. "Heh, it's a basic chant to focus power of a clan. Tis so basic, it's laughable. They would have aligned in a pretty predictable pattern... The sound reverberations tell me they went this way." He leads the way. (SUCCESS!)
GM: | You have succeeded in re-trying the skill challenge. No experience is awarded but everyone can either gain 1 Healing Surge OR 15 temporary hit points. | |
Your search has finally reached the end point. You have found the wererat’s warren. The first thing you notice is a low chanting, a susurrus of voices, intermingling with each other to create an almost maddening drone. Torchlight and a soft white glow upon tall pillars illuminate what appears to be a multi-tiered platform. Upon the central – and tallest – platform, lies a huge dais. A large, roughly humanoid shape dominates this platform, bathed in its own
aura of pearlescent light. You can just make out the shapes of weapons clenched in its fists, as well as what looks like a banner of some kind attached to its back. You also recognize Baldwin standing next to another wererat leading the chant and swaying side to side, intoning some kind of arcane ritual. Braddock can tell by the magical energies gathered in the cavern that the ritual being performed is almost complete. Other wererats are gathered around the massive chamber, but so far all their attention seems to be drawn to creature on the dais.
[FONT="]
GM: | Success means you gain a surprise round! Once everyone has posted I’ll post Initiative. Be sure to let me know if you choose the 1 HS OR the 15thp. | |
[/FONT] [sblock=Stopping the Ritual]This is an small skill challenge inside the encounter. The wererat magic-user is trying to animate a golem, a magical weapons golem. If it is able to animate the golem, you can be sure that you and your companions will be come its first sacrifice.
*Complexity: 1 (4 successes before 2 failures)
Successes: 0
Failures: 0
A little different format for this challenge.
*There must be at least 1 skill check made each round (listed below). If no one rolls a check, it will count as an automatic failure.
*Skills used:
[sblock=Arcana](DC 18): Standard Action; You immerse yourself into the intricacies of that which is magic, the essence that is found in everything in order to stop the wererat's ritual. A successful roll counts as a success for the skill challenge.[/sblock]
[sblock=History](DC 18): Minor Action; You remember reading an old treasie on magical constructions by House Canneith and remember reading of their failures. This snippet of info allows you to gain some insight on how to stop the wererat's ritual. A success does not count as a success for the skill challenge, instead it grants a +2 bonus to your next skill check attempt.[/sblock]
[sblock=Perception](DC 18): Minor Action; You look and search for anything that can help you try to stop or distract the wererat's ritual. A success does not count as a success for the skill challenge, but instead, it grants a +2 bonus to your next skill roll attempt.[/sblock]
[sblock=Religion](DC 16): Standard Action; You divine the truth behind the dark magics used to animate the golem,
The Fury. You try to find a way, with or without divine aid, to distract the wererat's evil ritual. A success counts as a success for the skill challenge.[/sblock]
[sblock=Thievery](DC 18): Standard Action; Requirement: must be adjacent to the golem. Through dexterous movements and deft manipulating, you try to disrupt the wererat's ritual. A success counts as a success for the skill challenge.[/sblock][/sblock]
[sblock= Map]
Illumination: combination of torches and glowing globe (on top of columns); dim light throughout, except for the raised dais considered bright light
Rough Hewn Steps: considered difficult terrain
Underground River: water is only 1-foot deep at the crossing (G11:H11); 3 to 6-feet deep otherwise; normal Athletics check to swim or jump across.
Ceiling: 30-feet high at highest point
Cavern Walls: rough, non-quarried stone; Climb DC 18
Platforms: height is listed on map in relation to the ground floor of the cavern (i.e. Cavern floor considered 0-feet); if pushed/slid off platform, a saving throw can be made to fall prone at the edge instead.
Man-Made Steps: Considered normal, doesn’t limit movement.
Rickety Bridge (T22:T23 & G28:H28): Acrobatics or Athletics check to cross (DC 16)[/sblock]
[sblock=Combatants]Wererat Minion: 1 hp, a miss never damages a minion; AC 19, Fort 17, Ref 19, Will 14; MBA: Short Sword +9 vs. AC; 5 damage; RBA: Crossbow +7 vs. AC; 4 damage; Bite: +9 vs. AC; 3 damage and the target contracts
Filth Fever. Combat Advantage: the wererat minion deals an extra 1d6 damage on melee attacks against creatures it has CA against.
[sblock=Pic]
[/sblock]
Wererat Minion 1 (L15): 1 hp
Wererat Minion 2 (P16): 1 hp
Wererat Minion 3 (S11): 1 hp
Wererat Minion 4 (M25): 1 hp
Wererat Minion 5 (S19): 1 hp
Wererat Minion 6 (U14): 1 hp
Wererat Brute: 88/88 hp; AC 18, Fort 20, Ref 18, Will 17; Great Axe +9 vs. AC; 1d12+2 and the target is knocked prone; Bite: +9 vs. AC; 1d4+2 damage and ongoing 5 damage (save ends) and the target contracts
Filth Fever. Regeneration 5 (if it takes damage from a silver weapon, its regeneration doesn’t function on its next turn); Wounded Retaliation: imm. reaction: When first bloodied, the wererat brute makes a MBA as a free action.
[sblock=Pic]
[/sblock]
Wererat Brute 1 (L19):
88/88 hp; Wounded Retaliation; Status:
Wererat Brute 2 (R15):
88 /88 hp; Wounded Retaliation; Status:
Baldwin, Wererat Elite: 178/178 hp; AC 22, Fort 18, Ref 22, Will 20; Rapier +11 vs. AC; 1d8+6 and Baldwin shifts 1 square; Bite: +11 vs. AC; 2d4+3 damage and ongoing 5 damage (save ends) and the target contracts
Filth Fever. Regeneration 5 (if Baldwin takes damage from a silver weapon, its regeneration doesn’t function on his next turn); Action Point 1; Skirmish: if Baldwin moves 4+ squares, his next attack deals an extra 1d8 damage (if not used this turn, the ability is lost); Triggering Slash (recharge 5-6) +11 vs. AC, 1d8+6 damage and one ally may shift 1 square and makes a MBA as a free action.
[sblock=Pic]
[/sblock]
Baldwin (S17):
178/178 hp; Action Point; Triggering Slash; Status:
Jessup, Wererat Elite: ???/??? hp; AC 18, Fort 16, Ref 21, Will 19; Staff +11 vs. AC; 1d8+1; Binding Hex: Ranged 10; +10 vs. Fortitude; 2d6+2 damage and the target is blinded (save ends); Bite: +11 vs. AC; 1d4+2 damage and ongoing 5 damage (save ends) and the target contracts
Filth Fever. Regeneration 5 (if Jessup takes damage from a silver weapon, its regeneration doesn’t function on his next turn); Action Point 1; Hex (Minor Action); close burst 10; +11 vs. Will; the target is hexed (save ends). While hexed, the target takes a -2 penalty to attack and damage rolls against Jessup; Hex Jump (Move Action; Encounter) Jessup teleports up to 5 squares or swaps position with one hexed creature within 5 squares of him.
[sblock=Pic]
[/sblock]
Jessup (T16):
???/??? hp; Action Point; Hex Jump; Status:
Braddock:
50 /52 hp; HS 6/11; AP 1; Dwarven Resilience; Status:
Quan:
33 /37; HS 1/7; AP 1; Second Wind; Elven Accuracy; Status:
Orsik:
53/53 hp; HS 3/10; AP 1; Second Wind; Stone’s Endurance; Rune of Mending [1],[2]; Status:
Muzdum:
62/62; HS 6/12;
AP 1 ; Dwarven Resilience; Status:
Filth Fever (Stage 2) -2 to AC, Fort, and Ref
Rikka:
50/50 hp; HS 5/8; AP 1; Second Wind; Elven Accuracy; Status:
Filth Fever (Stage 2) -2 to AC; Fort; and Ref[/sblock]
[sblock=Filth Fever]
At the end of the encounter, those afflicted by Filth Fever must make a check to see if the disease stabilizes (or improve)
Stabilizes: Endurance check DC 14
Improves: Endurance check DC 21
Stage 0: cured
Initial Stage: target loses 1 healing surge
Stage 2: target takes a -2 penalty to AC, Fortitude and Reflex
Stage 3: target takes an additional -2 penalty to AC, Fortitude, and Reflex and loses all healing surges and cannot regain hit points.[/sblock]